Set up 5 stations, each is a different test of a scout skill with various tasks that the station master assigns. Example:

Knots - tie a square knot, bowline, or tautline hitch

Ideals - repeat the scout law, scout oath, or outdoor code

First Aid - treat for shock, CPR, severe bleeding

Nature - identify animal tracks, fur, feather, or leafs

Navigation - point north, find 244 degrees, estimate hike time between two points on a map

On 6 of the 3x5 cards, mark one name, one item, and one location - ensuring you mark a different one on each card, so each name, item, and location are only marked once.Give a card to each person running a station.

To start the game, announce that a Good Turn has been done but we don't know who did it, how they did it, or where they did it. The first patrol that can figure this out will be the winner.

Each patrol gets a 3x5 card and pencil. The patrol goes to any station it wants. At the station, one scout attempts the skill there. If successful, the patrol asks for the name, item, or location from the station master which they mark on their card. If unsuccessful, the patrol must go to a different station - they can return to this station later.The patrol can complete a station three times, retrieving the name, item, or location from the station master each time.

When a patrol feels it knows the identity, item, and location of the Good Turn, they go to the game leader who has the 6th card with the last name, item, and location marked.The first patrol to guess correctly wins.For a shorter game, each station master can give name, item, and location when the station is completed once.For more patrols, more stations, names, items, and locations can be added.